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vr: compute shadow bounding area for both eyes

This commit is contained in:
milek7
2020-11-19 14:42:58 +01:00
parent 6d7dad68eb
commit 21ef95a0a8
2 changed files with 25 additions and 5 deletions

View File

@@ -200,6 +200,7 @@ class opengl33_renderer : public gfx_renderer {
GLFWwindow *window = nullptr; // ogl window context
bool real_window = true; // whether we need to blit onto GLFWwindow surface
bool custom_backbuffer = false; // whether we want to render to our offscreen LDR backbuffer (pipeline required)
bool shadow = false; // include this viewport area in shadowmap
enum vp_type {
normal,